Tengami saw the vast majority of its revenue on its launch platform, developer Nyamyam revealed during a post-mortem talk at this year's Develop conference in Brighton.

The atmospheric adventure game saw 90% of total revenue - around 196,000 copies sold - come from the iOS versions, which launched first in February 2014.

Wii U and PC versions - which were released in November 2014 and January 2015 respectively - sold a combined 10%, or around 11,000 copies per platform.

"It's not surprising as we heavily targeted the Apple platform," co-founder Jennifer Schneidereit told attendees including Digital Spy about the revenue figures.

It was noted that the figures were up until June 1, so did not include recent Humble Bundle sales on PC amounting to around 48,000 copies sold. It was added that the iOS version was sold at a lower price point of $5, compared to $10 on Wii U and PC.

Though there was good storefront promotion on both iOS and Wii U - "I think this was the most important aspect for our financial success," Schneidereit said - press coverage dropped off heavily beyond the iOS launch for other platforms.

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"If you're a small studio like ours, you're probably able to get good enough press coverage for your launch platform - because your game is news, and everybody's excited to see how it's going," she explained.

"We got really great press coverage when we released Tengami on iOS. But when we released on the Wii U, we only got a decent amount of coverage, and on Steam, we hardly got any coverage.

"If you look at the critics' reviews, there's only six reviews for the PC version on Metacritic, but about 20 for Wii U. It's really, really hard to generate interest for your game beyond your launch platform."

Despite the comparatively low sales on Wii U, Schneidereit said sales on the platform met expectations.

"A lot of developers ask me about the Wii U, whether it's a good platform for independent developers," she said. "To be honest, I don't know if it's a good platform for independent developers, but I don't regret releasing on the Wii U.

"We decided we're going to do a Wii U version, I worked under the assumption it would sell 10,000 copies - it sold a little bit more by now, so that's okay.

"Speaking to other independent developers, there seems to be a consensus that the average indie game on the eShop has sold 10,000 copies in its lifetime - we've sold 11,000 now, and I think there's more room to grow. I think our lifetime sales will be closer to 20,000 in the end."

Schneidereit told developers that if a game doesn't sell during its initial launch period then they shouldn't underestimate lifetime sales. Coming from a triple-A, big studio background, her expectation was that first week sales were vital in success.

"There was a spike on each platform when released, but sales didn't drop off as much as anticipated," she said. "We're still selling 50 to 100 copies on the App Store every day, and get a steady pay cheque from Apple, Nintendo, Steam and the Humble Bundle."

Tengami has seen eight offers to take part in PC bundles since launch, saying there's "a real industry" there. "Don't give up if you don't sell loads in the beginning," she added.

Nyamyam also said the game achieved all its pre-launch goals set from the team, with favourable app store ratings from fans and editor's choice awards from press and platform holders.

The game also made its investment back, with a budget of around £57,000 - not including personal expenses for its three development staff, or each staff member not taking a salary for the period.

To date, the game has seen $1.1 million in gross revenue, or around $650,000 in revenue after Apple and Nintendo took their share.

The revenues will help towards funding their next project, which is currently unknown. "We don't know what the next game is going to be - we're still on a finding period," Schneidereit said.

It was added that Nyamyam is currently working on an Android version of Tengami, which has yet to be given a release date.

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